/*
 * Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
 * All rights reserved.
 *
 * This file is part of Harmattan SmashMiner OpenGL game application.
 * 
 * Harmattan SmashMiner OpenGL Example Application version 1.0.0
 *  
 * Latest update: 15.4.2011
 *
 * The Harmattan SmashMiner OpenGL example application demonstrates how to use 
 * the OpenGL ES in Harmattan devices.
 *
 * This example is provided as a starting point for 3rd party
 * developers (you) to ease the implementation of OpenGL based 
 * games. Ideas, parts of code or methodologies that this
 * example application uses can be freely used without restrictions.
 *
 * See file README.txt how to build and compile this example application
 * in the Harmattan SDK environment. 
 * 
 * See file INSTALL.txt to find out what is required to run this
 * application and how to install the application to the device or
 * alternatively in QEMU-emulator.
 *
 * The LICENSE.txt file explains the license this software is provided
 * with. A copy of the same license is included in this source file.
 * 
 */

/*
 * Copyright (C) 2011 by Nokia Corporation.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

/// \file hyperjumpnavigator.h

#ifndef HYPERJUMPNAVIGATOR_H
#define HYPERJUMPNAVIGATOR_H

#include "defines.h"
#include <QList>
#include <QObject>

/// Rate of movement when dodging. Higher value means more intense movement.
#define CHANGE_RATE 25.0f
/// Maximun allowed dodge movement to X and Y positions
#define MAX_CHANGE 2.5f

class Asteroid;
class Collectible;
class GameObject;
class BlackHole;
class Comet;

class HyperJumpDestination
{
public:
    HyperJumpDestination();

    /// Hyperjump X position
    FPtype posX;
    /// Hyperjump Y position
    FPtype posY;

    /// How many refinition rounds have made
    int rounds;
    /// Score of the position
    FPtype score;
    /// X change to position
    FPtype changeX;
    /// Y change to position
    FPtype changeY;
};

class HyperJumpNavigator : public QObject
{
    Q_OBJECT
public:

    HyperJumpNavigator(FPtype targetTime, FPtype viewRangeX, FPtype viewRangeY);
    ~HyperJumpNavigator();

    friend class GameWidget;//just for debugging = displaying iteration.

    inline FPtype targetTime(void) { return storedTargetTime; }
    void refine(FPtype, QList<Asteroid*> &, QList<Collectible*> &, QList<GameObject*> &, BlackHole *, Comet *);

    void getBest(HyperJumpDestination &);
    HyperJumpDestination* getAtIndex(int);

private:

    void process(GameObject *object, FPtype, bool);

    /// Target time for hyper jump
    FPtype storedTargetTime;

    /// List for hyper jump destinations
    QList<HyperJumpDestination *> destList;

    /// Switcher for current hyperjump destination refininition task
    int taskSwitcher;

    // the rest are used by handle() method.
    //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    // we store different types of GameObjects in
    // different containers, and handle() exists just
    // for processing all of them (with or without wrap).
    /// Time left to refine destinations
    FPtype timeLeft;
    /// Current destination under refine
    HyperJumpDestination *dest;

    /// View range X
    FPtype gameViewRangeX;
    /// View range Y
    FPtype gameViewRangeY;
};

#endif // HYPERJUMPNAVIGATOR_H
